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What do you do when an encounter is too hard/easy?
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<blockquote data-quote="StalkingBlue" data-source="post: 1493010" data-attributes="member: 645"><p>If too easy, do not change anything. Let the PCs win, give out treasure and XP, if you think they played smartly, tell the players so. </p><p></p><p>If too hard, consider one change if you hadn't done so before: make sure the PCs have a chance to realise they are in over their heads and escape. Once chance that is. Don't fudge monster stats. </p><p>Three things will happen: </p><p>One: Your players will thank you for a more 'realistic' feel of the world - sometimes meeting thing you find you can't beat will make other victories taste all the sweeter because players will know that in your game, victory isn't guaranteed by the DM. </p><p>Two: Your world will suddenly have gained an additional potential long-term foe for the party they will be eager to beat ... one day. (The group I play in recently finally managed to beat a long-term villain, after two years or so of trying and a trail of dead PCs, two of whom were mine. Yay!) </p><p></p><p>And three: something that works for walkover encounters as well as for potential TPKs: </p><p>You will have learnt stuff from running the encounter that'll help you plan future encounters better. What is easier for your group than you expected? What is harder? Why?</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1493010, member: 645"] If too easy, do not change anything. Let the PCs win, give out treasure and XP, if you think they played smartly, tell the players so. If too hard, consider one change if you hadn't done so before: make sure the PCs have a chance to realise they are in over their heads and escape. Once chance that is. Don't fudge monster stats. Three things will happen: One: Your players will thank you for a more 'realistic' feel of the world - sometimes meeting thing you find you can't beat will make other victories taste all the sweeter because players will know that in your game, victory isn't guaranteed by the DM. Two: Your world will suddenly have gained an additional potential long-term foe for the party they will be eager to beat ... one day. (The group I play in recently finally managed to beat a long-term villain, after two years or so of trying and a trail of dead PCs, two of whom were mine. Yay!) And three: something that works for walkover encounters as well as for potential TPKs: You will have learnt stuff from running the encounter that'll help you plan future encounters better. What is easier for your group than you expected? What is harder? Why? [/QUOTE]
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What do you do when an encounter is too hard/easy?
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